| 240 | } |
| 241 | |
| 242 | void TerrainChunk::CacheNeighbors() |
| 243 | { |
| 244 | // Cache per-chunk neighbors (for morph transition) |
| 245 | // Fallback to this chunk if none existing on the edge |
| 246 | |
| 247 | // 0: bottom |
| 248 | _neighbors[0] = this; |
| 249 | if (_z > 0) |
| 250 | { |
| 251 | _neighbors[0] = &_patch->Chunks[(_z - 1) * Terrain::ChunksCountEdge + _x]; |
| 252 | } |
| 253 | else |
| 254 | { |
| 255 | const auto patch = _patch->_terrain->GetPatch(_patch->_x, _patch->_z - 1); |
| 256 | if (patch) |
| 257 | _neighbors[0] = &patch->Chunks[(Terrain::ChunksCountEdge - 1) * Terrain::ChunksCountEdge + _x]; |
| 258 | } |
| 259 | |
| 260 | // 1: left |
| 261 | _neighbors[1] = this; |
| 262 | if (_x > 0) |
| 263 | { |
| 264 | _neighbors[1] = &_patch->Chunks[_z * Terrain::ChunksCountEdge + (_x - 1)]; |
| 265 | } |
| 266 | else |
| 267 | { |
| 268 | const auto patch = _patch->_terrain->GetPatch(_patch->_x - 1, _patch->_z); |
| 269 | if (patch) |
| 270 | _neighbors[1] = &patch->Chunks[_z * Terrain::ChunksCountEdge + (Terrain::ChunksCountEdge - 1)]; |
| 271 | } |
| 272 | |
| 273 | // 2: right |
| 274 | _neighbors[2] = this; |
| 275 | if (_x < Terrain::ChunksCountEdge - 1) |
| 276 | { |
| 277 | _neighbors[2] = &_patch->Chunks[_z * Terrain::ChunksCountEdge + (_x + 1)]; |
| 278 | } |
| 279 | else |
| 280 | { |
| 281 | const auto patch = _patch->_terrain->GetPatch(_patch->_x + 1, _patch->_z); |
| 282 | if (patch) |
| 283 | _neighbors[2] = &patch->Chunks[_z * Terrain::ChunksCountEdge]; |
| 284 | } |
| 285 | |
| 286 | // 3: top |
| 287 | _neighbors[3] = this; |
| 288 | if (_z < Terrain::ChunksCountEdge - 1) |
| 289 | { |
| 290 | _neighbors[3] = &_patch->Chunks[(_z + 1) * Terrain::ChunksCountEdge + _x]; |
| 291 | } |
| 292 | else |
| 293 | { |
| 294 | const auto patch = _patch->_terrain->GetPatch(_patch->_x, _patch->_z + 1); |
| 295 | if (patch) |
| 296 | _neighbors[3] = &patch->Chunks[_x]; |
| 297 | } |
| 298 | } |
| 299 | |